Brad Wardell's site for talking about the customization of Windows.
Published on July 11, 2009 By Frogboy In Elemental Dev Journals

This week our friends from Ironclad were visiting to discuss strategy on an assortment of future projects.  One of the fun things was showing Elemental and comparing notes on different engine techniques – ways of doing cool stuff on screen without having requiring crazy hardware.

One of the things the team here has spent some time on is on fonts.  It’s amazing how crappy font handling is in Windows IF you’re not putting it on a dark background.  DirectX 11 apparently will fix this but then, how many of you have DirectX 11 video cards? So in 2015, we can look forward to easy to have nice fonts.

If you look at some of the early Elemental screenshots that show UI, the fonts are awful looking.  That’s fixed now. W00t.  But it’s amazing how much effort it took to create a font system that works on a light background.  Next time you look at a text-intensive game on the PC, look carefully at the background. How often is it a light background? Ironic given that outside of games, that’s the norm.

Cleaning things up for the alpha

Elemental_Es_10-22-08 copy Another thing we’ve been working on is getting things ready for the alpha.  Now, originally the alpha (beta 0) was going to come out in June.  Then Demigod happened and I had to pull a bunch of people off Elemental and put them on Demigod to help get things to where we wanted them to be (at least in the areas that we could help on).  So we lost easily a month, possibly two.

Fear not, this doesn’t mean we lost 2 months off the overall schedule.  What it means is that we lost 2 months from the time we start taking the technologies developed and assembling it into a game.

To make up for those lost 2 months, I assigned myself to the project.  I’ve even moved out of my nice corner office and am in the lab area with the rest of the team to help focus on assembling the techs together to make a cohesive game.

To put it in perspective, for a game with a 1Q release, I don’t normally get intimately involved until 4Q.  So in this case, getting involved in June let’s us move into the iterative development process earlier.

That said, on Tuesday I’m heading out on a working vacation up north. I’ll still be around but I won’t be in the office.  I have a lot of overall Stardock stuff to work on (the annual business plan and lots of legal/accounting and other boring stuff is what I work on during July traditionally and I try to do that from somewhere that involves swimming or other distractions in between mind numbing balance sheet projections, updating the standard contract agreements, reviewing the latest tax statues, and this year investigating the difference between Python 2 and Python 3 and seeing if I can get Visual Studio 2005 to work with Python 3 as opposed to just Visual Studio 2008.  So that’s what I do in July.

The downside is that that means that the alpha version of Elemental won’t pop out until August. The current working release day for the Alpha is August 6 with the public beta being September 2 so mark your calendars. No promises but that’s what we’re aiming for.

Jobs

BTW, we are hiring right now across the board at Stardock.  Particularly for game developers, animators, and artists to work on Elemental and other game-related projects and even general software.  Email [email protected] if you’re interested. Must be willing to relocate to Michigan (Plymouth area).


Comments (Page 1)
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on Jul 11, 2009

Thanks for the update!  Great to hear that things are moving along.  Enjoy that working vacation!

on Jul 11, 2009

That's awesome, so it sounds like despite the setbacks, That Q1 2010 is still the ultimate target.

Too bad about alpha being bumped again, but that's life.

As far as jobs...is there any possibility that you would hire someone on a piecework basis with no benefits? I would love to contribute and could easily put 4 hours a day in doing anything that would be helpful. All of my programming experience is in obsolete languages (IBM 370 Assembly) but seriously if I can proofread or help with documentation, artwork or anything else that would be of use that I would not have to relocate - I would love to help.

I would gladly work a for month doing (whatever) for free and you could then evaluate if I was worth paying. I do have a full time job, that's why I could only do 20 or so hours per week.

One suggestion of what I could do is be a focal point for alpha and beta so you guys dont have to re-read the same issue 20 times. I could go thru all the bug reports and then pass on a "cleaned up" version with all the duplicates removed, etc.

 

on Jul 11, 2009

meh, I hope I get in the alpha then, 'cause Champions Online will (supposed) come out on Sept 1.

Everything I see about this game makes me more impatient, I may actually break off playing CO to play with the public beta if I don't see an invite to the alpha. But who knows how time will pan out.

on Jul 12, 2009

https://www.stardock.com/about/jobs.asp looks like it needs to be updated. Any ballparks in regards to salary and benefits for game developers?

on Jul 12, 2009

I don't suppose that IC mentioned anything about the next Sins expansion when they were there?   We haven't heard anything about it since you posted a couple months ago saying it was delayed to late summer (delayed from when? )

Is there any chance you'll be hiring in about... 5-6 years? Please?

on Jul 12, 2009

Have a nice break! Do try to seperate "work time" from "family time". I know things can get ugly if you don't.

Shame the alpha/beta starts later now. Hoped that I would be able to put some time into that in my vacantion. Still totally valid reaons and shows you guys care about the project.

Please don't make the Q1 launch next year to much of a fixed deadline. Demigod has shown how important it is to have a good launch. Rather well polished in Q3, then half baked in Q1!

As soon as you open an europe office let me know. The Netherlands are a great spot for an internetbased company. (hint) Not even going to propose relocating to Michigan

on Jul 12, 2009

Jobs

BTW, we are hiring right now across the board at Stardock. Particularly for game developers, animators, and artists to work on Elemental and other game-related projects and even general software. Email [email protected] if you’re interested. Must be willing to relocate to Michigan (Plymouth area).

 

Gaaaaaaaaah!  You couldn't have waited a year until I finished my degree?

 

Now I really hate the year-long delay in transfering from city to state!

on Jul 12, 2009

Awesome news. Thanks for the update FB!

 

Have a great time off (? - actually try and take some time off!). Too bad about the relocation, I know an artist who would be splendid for your company/ type of work. But not able to move.

*writes the 2 key dates down in pencil in his blackberry*

on Jul 12, 2009

Jobs eh? I wish. If you were in Portland, OR, and I knew Windows C++ instead of Java, and game dev salary was anywhere close to business software salary, and I had any game dev experience, then I'd be all over it

Learning C++ would be easy enough. Used to use it 10 years ago and after 15 years of programming all languages sort of feel similar in ways. The hard part is I'm a middle tier guy and not much good at developing anything graphical. I can design and code engines/rules/servers like nobody's business though.

on Jul 12, 2009

Well, I might break a few minor labor laws, but I DO need communtiy service hours for school and I REALLY don't want to have to mow any more lawns........

Tough news on the alpha (looks like it will be released riiiight when I go back to school ), but I would rather have a good quality alpha in a month than a crappy alpha right now.

on Jul 12, 2009

Thanks for the update, Brad!

on Jul 12, 2009

I’ve even moved out of my nice corner office
Oh, the pain.

 

on Jul 12, 2009

Thanks for the update Poor alpha keeps getting pushed back But it'll be worth the wait, I bet!

on Jul 12, 2009

Feature-wise what are the expected differences between the alpha version and the beta version?

on Jul 12, 2009

The plus with working on DX11 IMO (even if you don't do it at launch) depends on how you plan to expand the game later.  If you do plan to keep working on the game, then you'd have a more future proof 'platform'.

I plan to get a dx11 card right away though, to replace my 8600GTS   I'm sure the first gen dx11 cards won't be as spectacular as the later ones, but they'll sure as heck be better than my 8600GTS!  Hee.

But hey, I'm sure you've all already thought all this through anyway, so keep up the good work.

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